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Messages - The Mighty Buzzard

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466
DFRPG / Re: A problem with the rules, and a simple fix
« on: August 19, 2011, 11:16:28 AM »
I am not sure I see your problem.

Hiding sets up an opposed contest between the person who is hiding's Stealth and the person who is looking's Alertness or Investigation. If it is easy to hide say because there is a lot of cover and shadows and what not the person who is hiding gets a bonus to his Stealth roll, and the person who is looking has to roll his Alertness or Investigation and beat that the number rolled plus the environmental difficulty modifier in order to find them.

If the situation is reversed and the environment is very hard to hide in due to it being brightly lit with no cover then the person who is looking gets the environmental difficulty modifier bonus to his roll on Alertness or Investigation and the person who is hiding still sets the difficulty to be found using his Stealth skill.

Since a Stealth roll is always an opposed roll against an opponent's Alertness or Investigation roll you give the environmental difficulty to whomever would get the benefit of the environmental difficulty modifier on their roll and therefore make it more difficult for his opponent.

So hiding in a dark environment with lots of cover has an environmental bonus of +3 to hide. Hider rolls his Stealth skill +4DF +3 points environmental bonus vs the Looker who rolls his Alertness or Investigation skill +4DF and see who is the winner.

Spotting someone in a brightly lit environment without any cover has an environmental bonus of +3 to spot. Hider rolls his Stealth skill +4DF vs the Looker who rolls his Alertness or Investigation skill +4DF +3 points environmental bonus and see who is the winner.

In both situations the environmental difficulty modifier makes it more difficult for whoever would have difficulty on their roll due to the environmental difficulty modifier.

The problem is they've been misreading "the roll" to mean only what you rolled on the 4df rather than roll+modifiers(stealth+environment+etc...).  I was going to comment on it a while back but I didn't feel like getting pedantic'd to death.

467
DFRPG / Re: Tattoos for other Vampires
« on: August 19, 2011, 09:19:36 AM »
Going by proper Dracula lore, I'm going to say there is no half-turned for blampires.  Unless you want to count being dead by blampire bite but not yet having risen from the dead as one yourself as half-turned.

468
DFRPG / Re: Pure mortal to supernatrual character
« on: August 19, 2011, 09:12:51 AM »
I don't actually advocate the use of characters like this outside of examples.

And I question the validity of that maneuver. (EDIT: Plus, a heat beam requires no oxygen and is just as lethal as a fireball.)

But it is winning a fight to trap your opponent in a hole. If you want, you can come back the next morning when he's human and shoot him. Or just let the dirt suffocate him when he's human again.

I wonder if the latter method is Lawbreaking.

The limits of elements have been debated to death. But let me point out that the character in this example actually evokes two other elements to the tune of 5 shifts, maybe more. He's hardly helpless when not using his specialty.

A fire-using channeler is worse at using fire than a fire-using evoker, by the way. The only exceptions are

a) if he focuses entirely on offensive or defensive evocation, he can outdo the evoker very slightly at it at the cost of being rather bad at the other type.

and

b) when there is very little refresh available to spend.

And finally, I challenge you to find a situation where Spirit evocations are useless. That element does basically everything. It kinda bugs me.

In hindsight, that came off a bit crabbier than I intended, my bad and my apologies.  I still wouldn't say dropping a loup-garou in a hole is winning though, filled or not.  It's highly unlikely to still be there in the morning unless you sat there and made sure it stayed in.  Which would cost a <i>lot</i> more stress points.

And I'm not saying some specialization is bad but thinking one element is the cure to all your casting woes is badly misguided.  I'm talking player as well as character here.  I personally don't care if they want to stick all their extra refresh towards earth refinement but they'd absolutely better be in the right frame of mind to prove why a wizard is not just more powerful but just plain more than a FP.  If they refuse to take a clue it's quickly going to become obvious to other players that they're a really lousy wizard and I'm going to get terribly bored GMing them if I have to constantly think "is this otherwise easy situation going to end up killing everyone because earth magic can't handle it?"

Spirit's the trickiest of the bunch, no doubt, but it's still plenty vulnerable.  Its shields are the de facto standard but (unless they're a veil rather than a shield) they almost never stop light (such as Light Amplified by Stimulated Emission of Radiation) and probably don't stop air, heat, or massive electrical discharge.  They definitely don't help when The Building Is On Fire.  They can't keep you from becoming Magically Grounded by the running water from a nearby burst pipe/fire hydrant.  There's not much spirit can do to directly counter increased or decreased gravity.

Guess what I'm saying is it's fine to have a favorite element and let it develop into a signature style but if your use of the other elements sucks (either because of over specialization or just your thinking) then you should have just rolled a FP and gotten the extra refresh.

469
DFRPG / Re: Pure mortal to supernatrual character
« on: August 19, 2011, 01:29:55 AM »
Suppose you are an 8-shift earth evoker. You can easily drop an 11-shift evocation (as a rote, if you want) if you are willing to take a bit of harmless backlash.

So you do that. 11-shift evocation block against all physical action, in-story justification of manipulating gravity to hold the Loup-Garou helpless in mid-air.

Next exchange you extend the block for 8 more exchanges.

Then you take your time to dig a really big hole, with magic.

Then you put the Loup-Garou in the hole.

You can bury it there if you feel inclined. Or you can just leave it. Either way, it's basically neutralized.

It's been a while since I read the appropriate book, but I think that this should work.

Harry has a worthless power that costs him 1 refresh (Lawbreaker) and a stunt that isn't related to fighting. Plus, he uses multiple elements. He is not an optimized combat character.

Since Belial666 isn't around, I have to do his job.

That's putting off a fight, not winning one.  And I'd dearly love to go up against one of your optimized combat characters that can't effectively use multiple elements.  Use one or two of your multiple elements to effectively neutralize their highly specialized one and they're completely screwed.  Example: Fire user?  Use an air manuver and shove 2/3 of the O2 out of the area for two or three exchanges.  No O2, no fire and specialized guy is Unexpectedly Having Trouble Breathing.  It's easy to counter a specialist, that's precisely why focused practitioners are considered less powerful than full wizards.

470
DFRPG / Re: Monsters and Free Will
« on: August 19, 2011, 01:14:33 AM »
First: I need to find a copy of the book "Even Hand" is from and cannot do so.  What is the title?

Second: Free Will is easy.  All it requires is positive refresh. By that same token, if you let a player pick up the role of a fae or black court vampire...for game purposes (cannon notwithstanding) you just gave it free will.  We can wax philosophical about it all day, but in the end...according to the system it is as easy as that.

Yeah, "because I said so and I'm the GM" works for pretty much everything but snaking someone's beer.

471
DFRPG / Re: Making diamonds
« on: August 19, 2011, 01:12:40 AM »
With enough prep time and not getting in a hurry about finishing the spell in as few turns as possible, it could be done pretty easily.  Transforming one form of inanimate carbon, say Kingston charcoal, into another isn't going to be nearly as difficult as transforming a human into a wolf, for instance.  If for no other reason than you have no will opposing your own.

Which is fine if you want a bag of gems to scatter on the ground and cause one heck of a distraction.  If you want diamonds that're worth a damn though you're going to have to go for as pure a carbon source as is humanly possible to find.  The kind of diamonds you'd get out of common sources of carbon (without adding a goodly bit of complexity to filter out impurities) wouldn't be worth as much as even industrial grade diamonds.

472
DFRPG / Re: For the Wizard Who Wants Everything.
« on: August 19, 2011, 12:53:42 AM »
I suggest earning your money the really old fashion way and inherit it.

I thought the really old fashioned way was kill other people and take theirs.

473
DFRPG / Re: Pure mortal to supernatrual character
« on: August 19, 2011, 12:51:21 AM »
   How is that, considering Loup-Garou are all but immune to magic? Dresden was already optimized in the best way any character could be to deal with a Loup-Garou. He had a preesstablished Aspect of inherited silver. The only thing that CAN stop it.

Harry all but spells out exactly that in one of the early books.  Flat footed they're more powerful than your average joe but with prep time and planning they're just short of an old testament smiting.

Better optimized though? Please.  The thaumaturgy worked because it wasn't actually trying to inflict harm and he had a damned strong focus in its blood and a moderately similar fetish.  His best evocation didn't do much but annoy it.  It's pretty much inherited silver or nuke it for killing a Loup-garou.

474
DFRPG / Re: Skills, Powers and Stunts, how do you pick them?
« on: August 18, 2011, 07:53:51 PM »
Nope.  It's great for infiltration and escape, but pretty worthless for actually harming anyone.  He who fights and runs away, lives but doesn't accomplish much else.

Well, he gets to say "Meep meep!" and make me spit coffee everywhere.

475
DFRPG / Re: Skills, Powers and Stunts, how do you pick them?
« on: August 18, 2011, 07:13:44 PM »
Is Gaseous Form really gamebreaking?

Not if the baddie has a shop vac.

476
DFRPG / Re: Which book?
« on: August 18, 2011, 06:02:43 PM »
In my none too humble, PDF-programmer-for-15-years-so-I'm-more-than-a-tad-biased opinion...

Conviction Great (+4)
Using Reads e-Manuals/Books Daily stunt for +2 to PDF related Conviction rolls
Dropping a fate point to invoke Grep FTW aspect for a further +2
Brandishing my holy ELF binary of vim at you
+1 on the fudge dice

477
DFRPG / Re: For the Wizard Who Wants Everything.
« on: August 18, 2011, 03:43:20 PM »
How about a 32 Ford coupe?  Tricks out nicely to either the gangster or the oldschool hotrod look.

478
DFRPG / Re: Skills, Powers and Stunts, how do you pick them?
« on: August 18, 2011, 12:59:18 PM »
Heh, I usually build the character sheet to the character I think I want to play first.  Then I write the Background phase and name him/her.  Then I go back and rework about half of the skills/stunts/powers.  Repeat for Rising Conflict and The Story but don't change anything on the character sheet that would require a rework of anything on the phases sheet.  By the time I get to Guest Star 1/2 I forbid myself from changing anything until I play them.

It works for me because I get to let stats and story influence each other but I limit myself enough that I'm not there for days trying to get it perfect.  Most of it can be tweaked enough to suit me in a milestone or three even if it doesn't at the start of play.

479
DFRPG / Re: Conflicts of style and taste...
« on: August 18, 2011, 12:00:38 PM »
Okay. okay I give! I'm inflexible and snippy and it's better to see my group as 'special people that saw things my way and I was really lucky to have them.'

Pbartender pointed me to the GM guide for dungeons and dragons fourth edition (or am I supposed to say 4.0?) and I can see how it makes sense. It's also super creepy and wrong to make a meta class system to describe players in like you describe characters, (but even a bad systematic understanding of the world you can test and improve and train yourself to recognize patterns with is better than nothing, yadda yadda.)

I will continue to be shocked by players characters with refresh zero, arbitrary rainbows of jade court vampires and people that play without ever having read the books. I will not pull a gun on the table, I'll just wear a tinfoil hat and put their names on my enemies list.

Thank you for your advice...even when it feels weapons-grade, cthulhu-zite wrong.

Nah, I'm right there with you.  Zero refresh jade court vampires each wielding the same sword of the cross and such is just freaking wrong.  Unfortunately, breaking the first law outside the game applies to even non-magical means and carries pretty much the same penalty.  Doesn't matter that it would improve the gene pool.  I checked.  Snide remarks and the enemies list bit is about the best you can do.

480
DFRPG / Re: Monsters and Free Will
« on: August 18, 2011, 09:12:31 AM »
I know that mechanically/technically the line between Free Will and Monster lies at about 0 Refresh, simply put. But would you say that the Merlin, as powerful as he is, perhaps is also more a 'creature' bound by what he is, as opposed to who? I am not taking into account that he is very old and is set in his ways or something, but more as a musing.

Another example: is Ebenezer McCoy, at his age, more defined by his free will or by his role in the White Council? I know it isn't the same as a negative refresh 'monster' like Mab or a vampire, but I was just wondering how you figure this one :)

As many Major Milestones as those two have had, they probably have a base refresh of at least 30.  The Merlin is likely skirting around as close to 0 as he can get without crossing it.  I say that based on his supreme lack of doing anything out of character unless absolutely forced.  McCoy probably has at least 4 to spare.

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